Pelitaulukko
Hahmot Pelimaailma Oikea maailma Pelipäivät |
PathfinderSociety / Jack
Pathfinder Society -hahmot, pelaaja: Pmiettin (38490-2)
Keskellä tasankoa nousee yksinäinen karjaportti. Chaotic Neutral Human Inquisitor (Infiltrator) 1 Initiative: +6 (+4 Dex, +2 Trait) Hit Points: 10/10 Abilities: Str 14, Dex 18, Con 12, Int 8, Wis 14, Cha 10 Judgment (1/day):5 +1 to one of Damage/Hit/AC/Saves/DR/Fast Healing or E.Resist 2 or Magical weapon; Activate and/or change type as swift action. Spells Orisons (at will): Disrupt Undead, Guidance, Read Magic, Light 1st Level (2/day): Bless, Cause Fear Domain Powers (Trickery): Copycat4 (Sp) 5/day -- used: 2 Special Abilities and such: Misdirection2, Guileful Lore3 Equipment: [light: 66, medium: 133, heavy: 200]6 On person (51 lbs): Nexavaran Steel Morning Star (6), MWK Composite Long Bow (STR+2) (3), Arrows x16 (3), Blunt Arrows x10 (1.5), Leather Lamellar (25), Buckler (5), Alchemist's Fire (1), Scroll of Comprehend Languages, Scroll of True Strike, Scroll of Bless, Scroll of Cause Fear, Artisan's Clothing (4), Scroll Case (0.5), Wooden Divine Focus (-), Small Harmonica (~whistle) (-), Spring-loaded Wrist Sheat (1): Wand of Cure Light Wounds [47 charges](2 PP)(-), Spring-loaded Wrist Sheat (1): Potion of Feather Step (-), Potion of Touch of Sea In backpack (9 lbs): Blunt Arrows x10 (1.5), Masterwork Backpack6 (4), Waterproof Bag (0.5), Alchemical Silver Sickle (2), Alchemist's Fire (1), Captain Dreng's Pergament (-)
Wealth: 132.5 gp Notes: 1:Your instinct to survive easily overpowers your intellect, and you consider this a more than fair trade. Once per day you can improve your condition from dying to disabled by taking 4 points of Intelligence damage. (Andoran, Spirit of Liberty pg. 20) 2: At 1st level, each day when the infiltrator prepares spells, she may choose an alignment. She detects as that alignment as if she had used misdirection on a creature with that alignment (this does not change any divination results about her other than her alignment). 3: At 1st level, the infiltrator’s will is bent toward subterfuge and deception. She adds her Wisdom modifier on Bluff and Diplomacy skill checks in addition to the normal ability score modifiers. [Already calculated in the skill bonuses.] 4: You can create an illusory double of yourself as a move action. This double functions as a single Mirror Image and lasts for a number of rounds equal to your 5: Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. (--)Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. Neutral inquisitors must select profane 6: (--) When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity. Scenarios Played: Master of the Fallen Fortress (GM reward) City of Strangers I: Shadow Gambit
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